1. Introduction
Brain–computer interface (BCI) technology enables direct control of external devices by decoding neural signals, bypassing traditional input methods and conventional motor pathways. This approach facilitates communication and control without relying on physical movement or peripheral nervous system mediation [
1,
2,
3,
4]. This distinctive human–machine interaction modality has been extensively applied across multiple domains, particularly in clinical settings such as medical rehabilitation assistance [
5], education [
6,
7], security [
8], and entertainment gaming [
9,
10]. Electroencephalography (EEG) persists as the optimal selection for BCI implementation among neurosensing technologies, which can be attributed to its non-invasive nature, superior temporal resolution, practical deployability, spatial adaptability, and operator convenience [
11,
12]. Steady-state visual evoked potential (SSVEP)-based BCI systems [
13,
14], which utilize SSVEP as control signals, are widely favored because they require little user training [
15] and provide a high SNR [
16,
17].
Nevertheless, conventional SSVEP-BCIs predominantly employ spatially fixed visual stimuli, which may induce ocular strain, cephalalgia, and attentional decline during prolonged use. These adverse effects compromise SSVEP signal quality and consequently degrade BCI system performance [
18]. Recent studies suggest that dynamic visual stimuli (e.g., moving targets) may improve user comfort and attention engagement compared to spatially fixed flickers. However, the neurophysiological effects of motion parameters—primarily trajectory and speed—remain insufficiently understood due to methodological heterogeneity and limited exploration of complex motion patterns. Pitchaimmuthu et al. [
19] investigated higher-order visual cortical processing of motion information by superimposing two horizontal periodic motion stimuli (2.1 Hz and 2.4 Hz) onto a 6.1 Hz luminance-flickering target. Notably, congenital cataract patients exhibited no detectable intermodulation frequency components compared to healthy controls, indicating impaired processing of combined luminance–motion visual stimuli. Punsawad et al. [
20] developed a novel paradigm employing laterally alternating flickering bars to create motion illusions, achieving approximately 80% classification accuracy for left–right face recognition while mitigating ocular fatigue. Kanoga et al. [
21] explored the impact of head-tracking movements on system performance, demonstrating performance degradation with increasing head movement speed, particularly under vertical displacement conditions. These findings emphasize the necessity of evaluating motion-induced interference when integrating positional dynamics into traditional paradigms. Duan et al. [
22] systematically investigated a 3 × 3 moving visual stimulus matrix through vertical motion experiments with four velocities and phase intervals, identifying optimal parameters achieving comparable performance to static paradigms. Zhang et al. [
23] implemented an SSVEP-BCI using 12 flicker frequencies (6.2–16.6 Hz, 0.9 Hz intervals) to encode randomly directed motion stimuli, reporting 86.67% average recognition accuracy versus 89.26% for static conditions. Li et al. [
24] proposed a dual-modulation paradigm combining luminance variation with horizontal motion (0–0.6 Hz) and their experimental results demonstrated that 0.2 Hz movement cycles yielded superior visual perception quality. In summary, while dynamic stimuli have demonstrated promise in enhancing SSVEP-BCI usability, the current research is still fragmented and lacks systematic investigation into how motion dynamics shape neural responses.
Furthermore, contemporary research has explored the integration of gaming elements with SSVEP-BCI systems to enhance both performance and user comfort. Parafita et al. [
25] developed an SSVEP-BCI gaming application for clinical trials, featuring two-frequency stimuli to control spacecraft lateral movements for obstacle avoidance. Experimental results indicated that participants maintained over 95% mean accuracy during successful gameplay completion. Cruz et al. [
26] presented “Kessel Run,” a cooperative multi-user gaming platform requiring synchronized interactions where dual users jointly controlled a spacecraft’s thrusters via SSVEP signals to evade projectiles. The cooperative gameplay required obstacle-free navigation to be maintained for 2 min, with participants reporting strong interactive and collaborative experiences. Z-Valero et al. [
27] implemented an SSVEP-BCI-controlled game utilizing a 15 Hz stimulus presented as a circular checkerboard pattern moving from the screen periphery to the center. Users were tasked with concentrating (with attention levels monitored through SSVEP power spectral density and EEG background noise analysis) to halt its movement, achieving an average accuracy of 84%. Experimental results demonstrated the game’s efficacy in training visual tracking and sustained attention capabilities. Existing studies indicate that, while visual stimuli typically function as isolated control signals in current implementations, their deeper integration with gaming mechanics remains underdeveloped. This underscores the significance of investigating SSVEP-BCI systems that harmoniously combine dynamic visual stimuli with immersive gaming paradigms.
Building upon previous studies, this work addresses a key limitation in the current dynamic SSVEP-BCI research—namely, the lack of systematic coordination between stimulus trajectory and motion speed. Although prior research has demonstrated the feasibility of introducing motion trajectories or gaming elements, most existing paradigms adopt either fixed speed settings or single trajectory forms, without fully evaluating how their combinations influence both signal quality and user experience. To bridge this gap, we designed a set of visual stimulation conditions that incorporate four flicker frequencies (6 Hz, 8.57 Hz, 10 Hz, and 12 Hz), three motion speed ratios (1/20, 1/10, and 1/5 of the flicker frequency), and four trajectory types (static, sinusoidal, square, and sawtooth). An offline experiment was conducted to systematically assess how different trajectory–speed combinations affect SSVEP responses and subjective cognitive load. In addition, an online fruit-slicing game was developed as a practical BCI application to validate the real-world feasibility of the proposed stimulation design. Subjective feedback on comfort and usability was also collected, highlighting the potential of this approach to improve the immersion and user-friendliness of SSVEP-based BCI systems.
4. Discussion
This study comprehensively investigated the impact of dynamic trajectory patterns and speed modulation on both performance metrics and subjective user experience in SSVEP-BCI systems while validating their feasibility and practicality through an online fruit-slicing game integrated with dynamic stimulation paradigms. Experimental results demonstrated that, although conventional static stimuli maintained superior performance in core technical indices—including evoked signal intensity, classification accuracy, and Information Transfer Rate (ITR)—dynamic paradigms under optimized motion parameters (notably, sinusoidal and sawtooth waves modulated at 1/20 of the flicker frequency) achieved near-static performance levels while significantly enhancing user comfort and operational experience. These findings establish a theoretical foundation and practical framework for developing novel SSVEP-BCI systems that harmonize neural decoding efficiency with human-centered interaction design, particularly demonstrating the viability of trajectory–speed co-modulation strategies in balancing neurophysiological signal stability and ergonomic optimization for real-world applications requiring sustained attentional engagement.
In contrast to previous studies predominantly employing linear unidirectional motion or random movement paradigms, this research pioneers a systematic investigation into the mechanistic impacts of periodic trajectories (sinusoidal, sawtooth, and square waves) under varying speed modulations on SSVEP characteristics. Offline experimental outcomes revealed that static conditions achieved superior flicker frequency amplitudes (4.2 µV at 6 Hz), classification accuracy (87 ± 13% with 4 s windows), and ITR (20 ± 7 bits/min) across all target frequencies, aligning with Li et al.’s conclusion regarding the performance supremacy of static paradigms under dual luminance–motion modulation. Crucially, low-speed dynamic stimuli—specifically sinusoidal (sin20) and sawtooth (saw20) waves—exhibited negligible performance deviations from static conditions (85 ± 13% accuracy in 4 s windows with <3% difference from static, ITR variance of 1–3 bits/min) while significantly outperforming static stimuli in subjective evaluations. These findings demonstrate strong consistency with Duan et al.’s [
22] proposition that “low-frequency motion paradigms can achieve performance parity with static conditions,” while further extending the theoretical framework by quantitatively establishing the neuroergonomic advantages of periodic motion patterns in balancing technical performance and user comfort for human-centric BCI applications.
At the level of motion trajectories, low-speed and smooth patterns—such as the sinusoidal wave at 1/20 frequency (sin20)—may enhance SSVEP signals by introducing rhythmic and dynamic visual changes that help attract and sustain subjects’ attention. This finding echoes the perspective of Duan et al. [
22], who suggested that dynamic stimuli can enhance the persistence of visual perception. Moreover, significant performance differences were observed across different trajectory shapes. Under low-speed modulation (1/20), sinusoidal and sawtooth waveforms yielded the highest classification accuracies (85.84 ± 13.96% and 83.82 ± 11.11%, respectively). In contrast, square waveforms consistently demonstrated the lowest performance across all speed conditions—for instance, achieving only 74.26 ± 15.81% accuracy in a 4 s analysis window. These results further suggest that the continuity and smoothness of motion trajectories are critical factors influencing the stability of SSVEP signals and the efficiency of their elicitation.
In terms of user experience, this study employed the NASA-TLX workload assessment scale for subjective evaluation. The results revealed that low-speed dynamic stimulation conditions (sin20 and saw20) significantly outperformed static, high-frequency, and non-smooth motion paradigms across key metrics including cognitive load, visual fatigue, and perceived task redundancy, highlighting the potential of dynamic paradigms in enhancing human–computer interaction comfort. These findings align with Punsawad et al.’s proposition that “dynamic stimuli alleviate visual fatigue and improve user experience,” emphasizing the critical value of dynamic stimulation design within human-centered interaction frameworks. The observed neuroergonomic advantages—particularly the dissociation between near-static-level technical performance and superior subjective ratings—provide empirical evidence for prioritizing periodic motion parameters in BCI applications requiring sustained user engagement, thereby advancing the integration of psychophysiological optimization principles into interactive system design.
The online experiment further validated the applicability of the dynamic paradigm in practice. A fruit-slicing game system was developed based on sin20 and saw20, achieving average classification accuracies of 83.84 ± 12.60% and 84.17 ± 10.84%, respectively, as shown in
Figure 10, without requiring additional training or parameter adjustment. These results showed no significant difference compared to the static condition. Additionally, to assess the feasibility of the proposed paradigms, an online experimental setup from Li [
24] was adopted as a benchmark, introducing a horizontal movement condition at 0.2 Hz. As illustrated
Figure 10, under 0.2 Hz, the classification accuracy dropped significantly to 76.25 ± 9.66%, representing a decrease of 7.59 and 7.92 percentage points compared to the sin20 and saw20 conditions, respectively.
Furthermore, after the experimental session, subjects filled out a questionnaire corresponding to each stimulation condition. The questionnaire consisted of three dimensions [
34]:
- 1.
A comfort scale scored on a 1–5 scale (1–5: very uncomfortable–very comfortable);
- 2.
A flicker perception scale scored on a 1–5 scale (1–5: very annoying–imperceptible);
- 3.
A preference scale scored on a 1–5 scale (1–5: very disgusting–very likeable).
Paired-sample
t-tests were conducted to analyze the questionnaire scores obtained under the three experimental conditions. As shown in
Table 3, compared to 0.2 Hz, both sin20 and saw20 exhibited higher scores across the three subjective rating dimensions: comfort, flicker perception, and preference. The majority of these results were statistically significant. Specifically, sin20 demonstrated significantly higher comfort scores (3.54 ± 0.88) than 0.2 Hz (
p < 0.001), and even more pronounced differences were observed in flicker sensation and preference, with both reaching highly significant levels (
p < 0.001), with scores of 3.77 ± 0.83 and 3.77 ± 0.60, respectively. saw20 performed even more impressively, achieving the highest scores across all three rating dimensions, particularly in comfort, where it reached 3.92 ± 1.12, which was also significantly higher than 0.2 Hz (
p < 0.01). It can be inferred from the results that, compared to the dynamic paradigm designed by Li, the proposed design in this study offers a superior enhancement to the users’ subjective experience, potentially mitigating the effects of visual fatigue or discomfort commonly associated with SSVEP paradigms. Overall, this outcome not only highlights the robustness of the dynamic paradigm in complex task environments but also reflects its superior user adaptability in practical applications.
The achievement of these results can be primarily attributed to three key design optimizations: First, the natural integration of stimulus trajectories with interactive game elements significantly reduced the cognitive load associated with attention shifting and target recognition. Second, by aligning motion speed with target frequency, the design effectively avoided potential intermodulation interference. Third, the incorporation of dynamic visual feedback within the game—such as the fruit-slicing animation—reinforced the neurofeedback loop between motion and perception, potentially enhancing both the consistency of SSVEP elicitation and neural plasticity. Collectively, these design elements contributed to a System Usability Scale (SUS) score of 75.96, which is notably higher than the average benchmark of 68, thereby validating the proposed dynamic paradigm’s practical advantages and innovative value in enhancing the BCI experience.
Overall, this study presents several notable innovations that advance the field of dynamic SSVEP-based BCI research: First, it is the first to systematically explore the combined effects of various periodic trajectory patterns and speed modulation strategies on SSVEP elicitation and BCI performance, significantly broadening the design parameter space for dynamic SSVEP paradigms and offering new insights into optimizing stimulus configurations. Second, by deeply integrating dynamic visual stimuli with concrete task scenarios—such as interactive gaming—and embedding a real-time feedback mechanism, the study achieves a closed-loop system that bridges signal induction and user perception. This marks a substantial departure from conventional approaches where dynamic stimuli are merely presented as passive control signals, thereby enhancing both the functionality and ecological validity of BCI applications. Third, the research empirically validates the adaptability and feasibility of the joint trajectory–speed modulation strategy in dynamic visual environments, especially in contexts involving spatial uncertainty or requiring active user interaction. The demonstrated performance in such complex settings provides not only strong evidence for the paradigm’s robustness and practicality, but also a strong theoretical underpinning for next-generation BCI systems that prioritize user engagement, intuitive control, and immersive experience.
Despite the promising progress achieved in this study, several limitations remain and warrant further investigation in future work. First, the sample sizes in the offline and online experiments were relatively limited, with 17 and 12 subjects, respectively, and some overlap between participants. This may limit the generalizability of the findings to a broader population. Due to constraints in experimental design and available resources, we conducted an initial exploratory study with the current sample. Future research will aim to expand the sample size to include a wider age range and clinical populations, thereby improving the representativeness and applicability of the results. In addition, although ANOVA was used to compare different trajectory and speed conditions, Bonferroni post hoc tests were specifically applied to control for Type I error due to multiple comparisons, ensuring the statistical reliability of the results. Nevertheless, the limitations of the statistical methods should be acknowledged—especially given the multi-condition comparisons involved in dynamic SSVEP paradigms. Future work may consider adopting more advanced multiple comparison correction techniques and statistical models to further validate the robustness of the findings. Overall, despite the above limitations, this study provides valuable parametric benchmarks and methodological references for future research on dynamic stimulation modulation and real-time BCI applications and holds meaningful exploratory value and application potential. In the future, we will focus on expanding participant diversity and employing more comprehensive statistical approaches to enhance the robustness of our conclusions.
Second, this study employed three typical periodic motion trajectories (sinusoidal, square, and sawtooth waves) and three linear speed ratios (1/5, 1/10, and 1/20 of the flicker frequency) to construct a relatively systematic and representative parameter space for dynamic stimulation. This design facilitated a structured evaluation of how trajectory and speed influence SSVEP performance. However, the study did not include non-periodic trajectories (elliptical or spiral paths) or nonlinear speed profiles (gradual acceleration or abrupt deceleration), which limits the ecological validity of the findings in complex natural visual motion environments. The selection of the above parameters was primarily based on technical and theoretical considerations—specifically, ensuring experimental controllability, repeatability, and analytical stability. We believe that establishing such a basic and well-defined parameter framework is a critical first step in the design of dynamic SSVEP paradigms, providing a valuable foundation for future exploration of more complex motion patterns and speed variations. Future studies will build upon this framework to expand toward more diverse motion trajectories (non-periodic paths) and nonlinear speed modulations, better approximating real-world visual dynamics.
Third, this study did not include real-time monitoring or control of physiological artifacts that may affect SSVEP signal quality, such as eye movements, head motion, and muscle activity noise. This limitation was primarily due to the constraints of the experimental setup, which lacked equipment such as eye trackers, electrooculography (EOG), or surface electromyography (sEMG) devices. To minimize interference, we applied filtering techniques during data preprocessing to partially suppress these artifacts. In future research, we plan to incorporate eye tracking, EOG, and sEMG monitoring to enable real-time detection and control of physiological artifacts, thereby further improving data quality and the reliability of the results.
Fourth, a fruit-slicing game was used as the application scenario in the online validation phase of this study. Although the task involved relatively low interaction complexity, it was deliberately chosen to create a controlled, low-noise environment that allowed us to focus on the fundamental mechanisms of trajectory and speed modulation in dynamic SSVEP-based BCI control. This ensured that the evaluation of system responsiveness and real-time closed-loop performance was not confounded by excessive external variables. Due to limitations in experimental resources and hardware compatibility, we were not able to implement more complex and ecologically valid interaction paradigms, such as virtual reality navigation or multimodal attention-shifting tasks. Nevertheless, the simplified task structure enabled a clear and stable analysis of system performance. More importantly, this design provides a solid foundation for future extensions. Future research will build upon this platform by progressively introducing more complex and ecologically relevant interaction tasks—such as virtual reality navigation, multi-target attention switching, or multimodal control—to further validate the robustness and practicality of the dynamic SSVEP paradigm in real-world applications.
Fifth, this study primarily employed the NASA-TLX and SUS to assess users’ workload and system usability. Both instruments are internationally recognized standardized tools with high reliability and validity. Their concise structure allows for quick and easy completion, making them particularly suitable for experiments such as brain–computer interface (BCI) studies, where participants’ cognitive load is sensitive. Moreover, the widespread application of the NASA-TLX and SUS in related fields helps improve the comparability and reproducibility of research results. However, these standardized tools also have certain limitations. First, the NASA-TLX and the SUS focus on overall workload and usability but do not cover more subtle and important subjective dimensions such as perception of stimulus rhythm, aesthetic quality of trajectories, accumulation of visual fatigue, and long-term usability. Especially in the context of this study’s emphasis on user-centered design, these unassessed factors may have significant impacts on user experience and system acceptance. Second, although there are tools such as the User Experience Questionnaire (UEQ) and Visual Aesthetics of Websites Inventory (VisAWI) that can more comprehensively capture users’ emotional and aesthetic responses, their longer questionnaire formats and higher cognitive burden are not suitable for the short-duration, multi-trial experimental procedures used in this study. Qualitative methods such as semi-structured interviews can deeply explore user preferences but lack quantitative standards and increase experimental complexity. Considering experimental time constraints and participant burden, this study balanced assessment comprehensiveness and experimental feasibility by selecting the NASA-TLX and SUS as the subjective evaluation tools. Nonetheless, we explicitly acknowledge in
Section 4 that the dimensions not covered by these tools constitute a limitation of this study. Future research plans include the introduction of more detailed questionnaires, semi-structured interviews, and physiological measurements to systematically investigate visual fatigue, rhythm perception, and long-term usability, thereby enhancing the depth and breadth of user experience evaluation.
Sixth, in addition to the gaming and human–computer interaction applications demonstrated in this study, the proposed dynamic SSVEP paradigm holds considerable potential for various clinical scenarios. For example, attention training for individuals with attention deficit hyperactivity disorder (ADHD) could benefit from low-fatigue and engaging visual stimuli to improve sustained focus. Similarly, cognitive intervention programs for older adults aimed at delaying cognitive decline may find the paradigm useful for maintaining motivation and adherence. Moreover, neurorehabilitation following stroke or brain injury often requires repetitive, cognitively demanding tasks; the dynamic and customizable features of our paradigm could reduce user fatigue and increase training effectiveness. Future research should actively explore these clinical applications, incorporating longitudinal studies with patient populations and multidisciplinary collaborations. By doing so, the paradigm could not only advance BCI technology but also contribute meaningfully to rehabilitation and cognitive health, thereby expanding its societal relevance and impact.
In summary, these findings mark important progress in designing dynamic SSVEP stimuli, improving user experience, and developing practical interaction frameworks. By enriching the conceptual landscape of SSVEP-based BCI systems and offering robust theoretical and experimental foundations, it paves the way for the development of future research characterized by higher adaptability, richer interactivity, and broader applicability across both general and clinical user populations.